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736 posts. Alias of Hoary and Wizened.


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Speaking of the setting... As mentioned, this is a homebrew setting, somewhat fantasy cookie cutter, but with a few splashes of intrigue here and there. Name of the setting is Eafphqu, pronounced Ee-off-coo. All the particulars are navigable here at the Google site. Please let me know immediately if you have trouble accessing any of the material. I tried to make sure everything was available for public viewing, but I may have forgotten to click that button on a few things. Also on the topic of setting, it is my intent that the PCs chosen for the campaign will be a large part of fleshing out this world, and mapping its "history." Which is my way of saying the players in this campaign will take an active role in the continued creation and manipulation of the world of Eafphqu.

That goal is players who are ready, willing, and able to contribute to a deep and complex narrative. Which is why you both were my first choices.

First thing you'll need to do is familiarize yourself with the setting materials as it may (read: should) influence your character creation decisions. I'm looking for characters aligned along the neutral to good spectrum of the alignment grid. As I mentioned before, only PHB, DMG, and MM material allowed, with the extra exclusion that only PHB races are allowed, and even then no Dragonborn or Tiefling. As a friend recently put it, only "humans" with various degrees of ear-pointedness. :P

For stats I am going to dictate using the dice rolling method; rolling 4d6 and dropping the lowest. I personally like rolling for stats so much that I throw in the bonus of allowing you to roll three sets of six numbers (4d6, drop the lowest, eighteen times total, but each consecutive set of six represents its own array). Rolling does provide the bonus of the potential to have an ability score of 20 at character inception.

For starting gear you can either use their choices for starting equipment as listed under the class headings, or you can roll for starting wealth and purchase as desired. The starting wealth table is on page 143 of the PHB. If you choose to roll for wealth, you are obligated to stick with purchasing equipment with whatever amount of wealth you roll. Once you’ve rolled for starting wealth, that’s how you have to go, no take-backs.

We are starting at level one and following the character advancement table found on page 15 of the PHB.

It will be of utmost importance that character background, including ideals, bonds, and flaws, are not simply chosen at random, but are deliberate decisions by the player in order to create a character that will be both fun and interesting to role play. If there are choices you the player would like to make for any of those items that are not in the stock lists, just ask! I’m very open to creating new and different ideals, bonds, and flaws. Can't wait to see what back stories you both come up with! :D

It is my experience that a well displayed set of data in the Race, Class/Levels, and Gender portions of the alias profile make things run much more smoothly and easily for all participants. You guys both know how to do that. I'd like to see "Inspiration []" in the tagline as well. So I can keep track of when I've given it to you, and when you've used it. :)

Can't wait to undergo this PbP gaming experiment with you both. I think it will be very rewarding.


Battle Grid

And so ends the Truescale tribe, at least in any way that matters. Goruck quickly and cleanly severs the head of the beast-king. Soon all the heroes of Falcon's Hollow meet up again, gathering what treasure they could find, from Merlokrep's corpse, the throne room, and his empty bedroom. Soon enough Illiam's well-used magical sphere dissipates, and the group takes one last look at the death and destruction they wrought. As Goruck said earlier, the punishment for their arrogance and wanton disregard for human life. The way out of the warrens is uneventful, as is the travel back to the surface. The group together with all the rescued children and Edgrin Galesong, spend one night at the monastery, though the children did bellow and holler to head back to town as soon as possible, it was too late in the day for such things. Thankfully, again, against all reason, Illiam leads the group through the Darkmoon Wood, across the river, and back to town, where all the children are reunited with their families, no meeting more dramatic than Thuldrin Kreed rushing to, scooping up, and weeping over his only son Jurin. The Consortium's lead man is grateful in a way that is wholly unexpected, and generous, freely offering from not only the Consortium's wealth, but his own, to try and repay the heroes for their actions. But, as are the ways of such men and women, the reward of most value is seeing the parents of the missing hugging and holding their children, tears streaming from so many faces. It is a wonderful epilogue to an otherwise harrowing tale.

After a few days basking in the adulation of the townsfolk, Kairon and his bodyguard Goruck get a missive recalling them to Almas. Their departure is bitter sweet, Chillel and Dolok are not shy about their emotions when they leave. Only days later, having heard a rumor of a treasure in the Five Kings Mountains, Illiam too departs, but not before buying a few magical goods from his friend Brickasnurd Hildrinsocks. Chillel passes her days helping Laurel run her Roots and Remedies, and Dolok goes back to work forging armor and weapons with Master Figueroa, having a new appreciation for how important those implements are to saving lives, and to taking lives as well. By all accounts he will become a master smith himself in no time at all. No word ever came of their departed friend Baradim, or if he ever found his mentor, but such is the way of things in Golarion. Many good men and women become heroes, and many and more go on into obscurity.

Still the sun rises, and still it sets, on until the end.


Battle Grid

Goruck watches as Dolok's missiles of magic force once again slam fully into the chest of their draconic foe, sending scales and blood spraying across the floor. Then, suddenly, for seemingly no reason at all, but of course it must be some of his companions' tricksy magic, Goruck witnesses Merlokrep's battleaxe fly out of his hands across the room into the corner. The king of ruins looks vacantly at his empty hands, down at his bloody and broken body, then up at the towering hulk of half-orc warrior that stands over him. Merlokrep then kneels with his clawed hands grasping the back of his scaled head. He speaks, just above a whisper, in the common tongue, "Be merciful, make it quick."


Battle Grid

Chillel hearing the explosive blast and scream from the other room is overcome by her will to help Hollin Jabbs. She squirms and squeezes her way in the small area under the force sphere and then runs down the corridor as far as she can, ending just underneath her owl familiar Athena. Merlokrep, with the realization that, seemingly no matter what, his kingdom is doomed, musters every ounce of strength swinging his battleaxe up in a wicked uppercutting slash.

I Axed the Dice to Decide Again: 1d20 + 12 ⇒ (1) + 12 = 13

Again, his emotional trauma has caused his body to betray him. Goruck easily sidesteps the slash, and once again, beneath his mask, smiles his tusked smile, realizing the gods have favored them and their mission. Merlokrep's reign of terror will end, and that swiftly.

Okay so the initiative is you all, then Merlokrep. So have at it, post your character's actions whenever you have time. Also, just as an FYI, Merlokrep does have double digit HP left, so while he is percentage-wise, on his last leg, it will still take a couple small hits, or one very big hit to drop him. See you on the other side gentlemen, it has been my great privilege to be your GM.


Battle Grid

@ Illiam, since I'm the GM, I'm saying you are still invisible. :D
Also, yes about the key.

Tikan's Reflex Save: 1d20 + 6 ⇒ (8) + 6 = 14
falling damage: 1d6 ⇒ 6

Also, deus ex machina

You exploded yourself damage: 1d6 + 2 ⇒ (2) + 2 = 4
Tyran Silvermoon is still helping even though he's dead damage: 1d6 ⇒ 6

Blazes is exactly what is going on here. After Illiam magically creates a pit in the floor below what he assumes to be an invisible kobold, fireworks go off, almost literally. In one brief bright instant, the room fills up with a massive KABOOM!, and a flash of light so bright it hurts the eyes and wakes up the unconscious Hollin Jabbs. Kairon, who was dangerously close to the pit when it appeared, couldn't help but witness the aftermath. Clearly the invisible creature was Merlokrep's only remaining warrior, the alchemist Tikan. Tikan must have been just seconds away from throwing a bomb himself when the pit opened, and it shattered upon his falling into the pit. The force of the explosion sent Tyran Silvermoon's inert body into the air ten feet, only to descend back down and land right on top of the crushed and now scorched, hapless kobold. It seems even in death Tyran was not ready to relinquish the fight, and the weight of his body knocks Tikan unconscious. Seeing there is no reason to keep up the ruse any longer, Illiam drops his illusion of Hollin, and produces the light he'd been hiding to keep his location secret, thereby allowing everyone to see. Thankfully, that allows his buddy Kairon to get a good look at the Hollow's captured son. The boy shoots awake when Tikan's bomb explodes, shrieking loudly, but is instantly soothed by the sight of one of Falcon's Hollow's heroes, and his big-eared fox. Hollin reaches for the fox, and Gloria jumps into his arms, allowing the child to flatten out her ears as he pets her. Kairon can tell right away that Hollin is simple, and won't have the mental capacity to process much of what Kairon would like to explain to him. He can speak though, obviously, as he mumbles to no one in particular. "I'm hungry and thirsty."

While Kairon and Illiam are very happy that Hollin is alive and safe, and there don't seem to be any more threats, back in the throne room, the only thing their friends will know is that they heard a massive explosion, and the subsequent shriek of a small child. Goruck, Chillel, and Dolok all tense up at the startling sounds. Are my friends dead? They wonder? Did the bombardier get them? So they are pulled by two conflicting motivations. Go and ascertain the plight of their friends and the last Hollow's son, or stay and make an end to Merlokrep, the first, and soon to be last of his name?


Battle Grid

I Axe the Dice to Decide: 1d20 + 12 ⇒ (3) + 12 = 15

Goruck's axe severs muscle spraying a gout of Merlokrep's blood across the surface of the magical sphere of force, now become a temporary tomb for king Merlokrep's ill-fated shaman. Dolok's glowing spheres of that same force slam into Merlokrep, scorching scales, and leaving deep contusions behind. Bloodied and taking heaving breaths, Merlokrep returns fire with fire, or in this case, axe for axe. Yet...
Merlokrep swings so violently at Goruck, that he exchanges all dexterity for brute strength. Goruck, the paradigm of the peaceful warrior, has not surrendered to any emotion, maintaining control over his body, unlike his draconic opponent, and the blow of king Merlokrep's axe is easily dodged. If Goruck's mask were not in place, the failing king would see a tusk-toothed smile. "No matter how the river rages," the envoy's warrior of the stone says, "it cannot move the stone in one day. The stone will last for years, becoming smooth and perfect by the water's anger. So, Merlokrep, your rage is your undoing. Now witness the end of the Truescale tribe. The punishment for your arrogance."

Kairon, Illiam, batter up.


Battle Grid

Okay, well, I wanted to give Kairon the chance to react to both Gloria and Illiam, but it appears he either doesn't want to, or is too busy to, so I'm pushing forward.

Tikan Stealth Check: 1d20 + 10 + 20 ⇒ (8) + 10 + 20 = 38
Tikan Will Save: 1d20 + 1 ⇒ (19) + 1 = 20
Kairon Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Kairon feels a small breath of wind to his north, but sees nothing.

Okay, Mister Tikan the Bombardier has taken his round of actions. Chillel, Dolok, Goruck, you're up, then king Merlokrep.


Battle Grid

Gloria's Will Save with bonus for Scent ability: 1d20 + 3 ⇒ (17) + 3 = 20

To Kairon's absolute astonishment, he hears the pad of tiny feet, and turns to see Gloria round the corner. She walks over to the "boy" that Kairon is looking at, gives the illusion one sniff, and then walks right on by to the actual boy behind the altar. As she walks through the illusion she gives Kairon a look that says, humans... so gullible.


Battle Grid

Passage is 5' wide, move freely. I'm ruling that Tikan the bombardier gets a reflex save to avoid the flying Vreggma. Setting the DC at 15. I'm also ruling that if he makes the save, Kairon then also has to make a save at the same DC, or have Vreggma hurled into him.
If they both make the save, Vreggma is going to end up hitting the wall north of them, and landing prone in the square adjacent to Kairon on his east side.

Tikan's Reflex Save to avoid the flying Vreggma: 1d20 + 6 ⇒ (12) + 6 = 18
Kairon's Reflex Save to avoid the flying Vreggma: 1d20 + 2 ⇒ (17) + 2 = 19
Vreggma Crushing Damage as she splats into the cave wall: 1d6 ⇒ 2

Illiam's summoned aether elemental throws Merlokrep's consort-queen, Vreggma through the air right at Kairon at least insofar as he is aware ;). His quick reflexes take over, and he not only ducks the flying kobold queen, but also strikes out with his darkwood longspear as she's hurtled by.

Kairon AoO: 1d20 + 7 ⇒ (15) + 7 = 22
Darkwood Longspear Damage: 1d8 + 4 ⇒ (5) + 4 = 9

His spear digs deep, drawing a spray of bright red blood and Vreggma lands at his feet very much unconscious, bleeding, and dying.

Okay Kairon, you're up. Dying bodies are not obstacles to movement, so you can move right over the top of Vreggma to get to the back. As soon as you make contact with Illiam's illusory Hollin (if that is in fact what you do), make a DC 15 Will Save or believe the illusion is the actual boy. :)


Battle Grid

Merlokrep's Will Save vs. Misfortune Hex: 1d20 + 7 ⇒ (15) + 7 = 22

Merlokrep laughs as once again the witch's magic washes over him like so much water off the back of a duck. Not so when Dolok's magic missiles penetrate his defenses and slam into flesh, bringing bright read welts and bruises to the surface of his skin. Goruck's magic Glintaxe bounces off of an invisible barrier of force repelling back towards him. Merlokrep seizes that moment and slices down his own axe swinging hard with all his might, only to have Goruck raise his shield and deflect the blow at the last moment.

Battleaxe Attack: 1d20 + 12 ⇒ (6) + 12 = 18

Illiam, Kairon, you're up.


Battle Grid

Kairon, I'm ruling that you were already standing on the other side of the sphere, not even hunched over, and have moved your icon 30' into the corridor, since you are not trying to sneak there's no sense in jumping the oil.

After Kairon calls down his healing magic, he dashes down the crooked hallways sloshing through the spilled lamp oil as he goes. Out of the corner of his eye he sees the bombardier drinking a potion of some sort, and also witnesses a female kobold dressed in lavish robes and covered in jewels, grab a spear from its decorative wall mount and chase after him. Meanwhile Illiam begins the process of activating his last charge on the Summon Monster wand.

Bombardier Stealth: 1d20 + 10 + 20 - 5 ⇒ (13) + 10 + 20 - 5 = 38

Bombardier is invisible... :D Vreggma is not. Initiative = Chillel, Dolok, Goruck, Merlokrep, Illiam, Kairon, Tikan (invisible bombardier), Vreggma (king's consort). Which means Chillel, Dolok, Goruck, batters up!


Battle Grid

"So be it. You have elected the way of pain and death. I will oblige you." Merlokrep says before he grips his battleaxe with two hands and swings it down into Goruck's chest.

Battleaxe Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 3d6 + 10 ⇒ (4, 2, 2) + 10 = 18

The battleaxe tears through Goruck's armor into his flesh, and bites deep, drawing a massive gash and a bloody spray.

Just want to be clear here, Merlokrep is your BBEG, a kobold with class levels in two different PC classes, and he also happens to be wielding a human bane battleaxe. So anyone with the human subtype is going to be taking an extra 2d6 damage every time he hits... Good luck all. Illiam, Kairon, you're up.


Battle Grid

Merlokrep's Will Save: 1d20 + 7 ⇒ (18) + 7 = 25 Yes, +7.

Merlokrep watches as Chillel calls forth her innate magic to try and put him to sleep. He laughs as the magic passes through him to no effect. He then grips his axe tightly and grimaces calling out to his bombardier and consort.

Draconic:
"Tikan! Vreggma! We are betrayed. Slay the child and any who get in your way!"

Okay Chillel has fired us right back into initiative. Dolok, Goruck, you're up, and then king Merlokrep, first of his name, bearer of the Truescale crown, will dispense his draconic justice. Also, to whomever put the query on the battle grid, yes, that's Merlokrep.


Battle Grid

"I did not choose war, though I was not afraid if war resulted. Obviously," Merlokrep waves a hand around at the mass of corpses behind him at the base of his throne, "I should have been. Sacrificing your Hollow's son is of no benefit to me now. With my vizier dead, and with him the connection to our god's prophecies, I must listen to my own heart, and, as any king, my heart must protect what's left of my kingdom. Take your child, leave us, who are left, in peace, and you have my word, you will not even know the Truescale tribe exists. We will will never again interfere in the world of men." As if to relate the truth of his words, Merlokrep squeezes past the resilient magical sphere of force to open the way to the adjoining passages and calls out to his last remaining soldier, the alchemist bombardier,

draconic:
"We strike peace with the pink-skins. Do not attack them. They have my permission to go and get their child."

Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep.


Battle Grid

Illiam's expert set of skills allow him to locate and free Hollin in short order, after ascertaining there is nothing magical whatsoever about the stone altar where Edgrin's elf friend lies dead, nor are there any traps. It's most likely that the Truescale never even imagined someone could penetrate this far into their sanctum. Now Illiam's dilemma becomes one of urgency or patience. Wake the boy, and deal with the bombardier and Vreggma? Or wait, to see if perhaps Merlokrep will release him of his own volition. Speaking of Merlokrep. Illiam is quiet enough that, straining his halfling ears, he can hear the conversation taking place in the throne room between his allies and the king.

"You, of all people, priest, should know that it is not our place to question the gods. That my gods are not yours, and their plans are not yours does not discount their truth or purity. When my vizier," Merlokrep points behind him to the bloody pile of shattered bones, flesh, and scales encased in the sphere of force, in an effort to point out the hypocrisy of Kairon's words. Am I the only one killing because my gods told me to? He seems to be saying underneath the words that are leaving his scaled lips. "told me that the gods demanded a sacrifice to appease them, to set the Truescale upon their proper place in the Darkmoon Vale, I listened." He pauses for a moment there, chuckling to himself, a rather morbid site, considering the scene all around him. "It seems we are all fools for the gods entertainment, for if this," he waves a hand around at the carnage behind him, "is the Truescale's proper place, then I have followed visions blindly into the abyss. As to what I will do if I'm spared." It's clear by the king's lilt on the word "if" that he still doesn't think the heroes of the Hollow capable of defeating him. "I will rebuild the Truescale tribe. The proverbial phoenix from the ashes. Perhaps my next vizier will have a clearer vision from our gods, one that does not lead to near annihilation. So, it seems there are only two choices before us. I trade the son of the Hollow for a chance to rebuild my tribe, or many and more die, puppets for the gods that spur them on." When he finishes he dismisses Mekapa to return to her duties. She leaves most hastily squeezing by the adventurers to reach the chamber beyond.

How's that grab ya!? :D Still in initiative = Illiam, Kairon, Bombardier holding ready action, Chillel, Dolok, Goruck, Merlokrep (Mekapa). What's it to be gentlemen (meaning the players... I know Chillel is a girl.) :P


Battle Grid

Just for ease of use we'll say Mekapa shuffled her little feet to keep up with Chillel, story trumps rules.

As soon as Chillel arrives with Mekapa, everyone shuffles out of the tunnel to allow the matron room to approach her king, so that parlance can continue. When Merlokrep sees her he dismisses his conjured grease so that she can approach, and the envoy reassemble in positions along the tunnel. I took liberties with positioning there, if you want to rearrange do so, but you can't take up position over the top of Mekapa. Chillel translates as Mekapa and Merlokrep talk, basically ascertaining that Kairon's words are true. The envoy did no harm to the clutch, they are hearty and hale. Having heard the truth from Mekapa, Merlokrep dismisses her. Then addresses the group.

Meanwhile, using the parley, and Merlokrep's distraction to sneak into the chamber beyond, being ever so careful with his lit coin, only letting out the barest hint of light for himself, until he is fully around the corner, and feels a bit more light won't get noticed. Once the light bathes the room, Illiam is affronted by the gory scene before him. On what can only be a stone altar, covered in Draconic runes of no particular sense, basically a collection of Draconic letters, none of which spell anything cohesive, lies a naked elf. The bones of his chest have been ripped apart, his heart ripped from the cavity and then stuffed violently into his mouth. For a moment Illiam feels the reflex to retch, but collects himself, remembering the urgency of his stealthy mission: Hollin Jabbs. The boy is unconscious, manacled in iron and chains. The chains are anchored to a large iron ring that is fastened into the stone of the altar. A dangerous situation. If Illiam wakes the boy, invisible, no doubt he'll scream in fright. Even if he drops his invisibility, there's no guarantee Hollin won't wake screaming anyway, from the trauma he's suffered at the hands of the kobolds. Illiam looks at the bruises on the manacled child and the repugnant cadaver of the elf, and, perhaps more keenly than any of the other members of the envoy are capable because they haven't seen it, desires strongly to put an end to the kind of creatures that could accomplish such heinous evil. Even while he listens to the mumbled parlance of his friends in the next chamber, his heart desires to seek vengeance for the display set before him.

"So, surface-dwellers, your word is true. There is still a small part of my kingdom that could be salvaged from the ruins." Merlokrep says, speaking in Common again, so all his enemies can understand, with an exasperated sigh. "Is it to be life for life then? You take the Hollow son and leave, and the Truescale tribe lives on. Is this the bargain a king must make to keep his kingdom?" Merlokrep asks everyone and no one.

Again, tenuous at best, so we're staying in initiative, which means that Mekapa is staying right where she is. I'll have her act on Merlokrep's initiative from now on, if things go sour. So... Initiative = Illiam, Kairon, Bombardier (holding a ready action), Chillel, Dolok, Goruck, Merlokrep and Mekapa. Peace or Purge?


Battle Grid

Mekapa, who introduces herself to Chillel, drops her guard, clearly disarmed by Chillel's truth. She tells the older children to watch out for the younglings and then follows along with Chillel, eager to do her king's bidding.

Mekapa will follow along at whatever pace you set Chillel. Speaking of, no, I'm not dropping us out of init, because turn based actions at this point are entirely pointful, especially with Illiam possibly headed back to the Truescale shrine to try and free Hollin Jabbs, sight unseen. BUT!!! Merlokrep and his bomardier are stuck in a holding pattern at this point, so you can each post two rounds' worth of actions - two standards, and two moves. Because I figure that's what it will take to get Chillel and Mekapa back to within eyesight of Merlokrep. Some of you in the tunnel leading to the king are going to have to make way for Mekapa and Chillel so they can converse with the king as part of your actions though. So... have at it!!!


Battle Grid

As Chillel approaches what Kerrdremak had indicated was the Truescale's hatchery she hears plaintive mewling cries emanate from the warm, damp chamber. A low wall of stone divides this cave into two partitions. One half of the cave contains several rows of large eggs half buried in sand. The other half contains a dozen infant kobolds, scrapping and playing with each other in the darkness. As her magical light breaks the darkness, the infants look up, and from around the corner a rotund blue-scaled kobold female steps into the entrance and addresses Chillel vehemently. "Stopiwch beth rydych chi'n ei wneud yma."

Draconic:
"Stop! What are you doing here?!"

The kobold midwife carries nothing but a small, gnarled, wooden club, but it is clear she means to defend the children and eggs with her very life if necessary, as she stands menacingly in your path.

Illiam, by my reckoning there's enough room there to make a jump across the puddle of oil. There's also dim light right to the edge of the square by Athena. So, if you want to make that "long" jump, go ahead. I'm going to set the DC at 8 just because of the angles at play. Chillel, if you want to just put your dialogue in English, and say that you're speaking in Draconic, that is fine with me, and will save time and having to put in spoilers. :)


Battle Grid

Merlokrep waits, very impatiently if the tapping of his clawed foot, and the clenching and unclenching of his scaly fingers around the haft of his weapon are any indication. Clearly this parley is dependent on one of the matrons of the Truescale clutch coming in and reassuring the king that there is in fact some semblance of a kingdom yet to rule.

Initiative = Illiam, Kairon, Bombardier (holding a ready action), Chillel, Dolok, Goruck. Yes, we're staying in initiative because I don't want to reroll it if parlance breaks down into violence. So, act, or hold actions accordingly. At this point the light is shining on Chillel and her ability to persuade a matron of the clutch to: 1)trust her at all, and 2) to leave the clutch and follow her to Merlokrep to give him the assurances he wants. Go team!


Battle Grid

Illiam, those rolls are clearly good enough to get you shifted past Merlokrep to the other side of the Force Sphere. If you want to move your icon further, using up your move action, please do, but keep in mind... realization I just had this morning, that probably was a pretty decent sized mistake on my part all the way through. Owl's don't have darkvision (nor do halflings). There are zero lights in the chambers beyond the throne room, and ain't no way an owl is flying blind through these caverns. So.... Athena's gotsa stay right where she's at, the edge of Dolok's throne room Dancing Light. Which, btw, I put there because otherwise there was no light even close to where she was. This means she cannot find Hollin, or see that he is restrained by manacles and chains. Chains that are attached to a slab of stone whereon rests the dead body of one elf wizard, Tyran Moonsliver. Not only is Tyran dead, his heart has been ripped from his chest, and then stuffed into his own mouth. How's that for a gruesome image!!! Illiam if you want to move your full 20' I do believe that puts you in the square just at the western edge of the oil spill. Which oil spill? Stay tuned. Speaking of light and darkness... Chillel would have needed to cast light on something for her to go galavanting off through the caverns alone. So, let's go ahead and assume she did that. Now, back to the action?

"What grudge?! How about the complete eradication of my entire kingdom?! How about that for starters, and for finishers!?" Merlokrep blurts out with uncontrolled rage. Meanwhile behind him Athena has reached the edge of Dolok's magically provided light, and must stop. She lands on a natural ledge in the cave wall awaiting either more light, or further instructions from her master. Both she and Illiam, who has successfully shifted his way past Truescale's king, watch as Tikan throws down a glass vial of lamp oil at the juncture of the hallways, and watch further as that oil spreads out into a small puddle of viscous flammable danger.

Initiative = Chillel (already acted), Dolok, Goruck, Merlokrep.


Battle Grid

Chillel, Kairon, and the invisible Illiam, the only heroes that can see him, watch as Merlokrep's demeanor changes from confident to borderline exhausted. His shoulders slump, his clawed fingers droop lazily, and his draconic lips exhale a deep sigh. "No good king can destroy his entire kingdom's future for a grudge." He says, with noticeable sorrow in his eyes. "Yet, I must have proof that our clutch is indeed secure, before I make concessions. Bring one of the matrons to me, let her tell me that the clutch is safe, then we can parley with equal footing." The king of the Truescale waits patiently for a response, while behind him you watch, by the light of Dolok's dancing lights, as Jekkajak, his second in command, is thrown around like a child's toy and left as nothing more than a gooey, bloody paste on the throne room floor. Invisible aether elementals carried out their orders perfectly, and the power of Falcon's Hollow is displayed in full, while "the first of his name" tries to salvage what little kingdom he has left. Then, all is silent, a somber dread falls about the entire cavern. So the question is set before you. Does the Hollow negotiate with terrorists? If Merlokrep is left alive, and his young clutch allowed to grow, what is to say that what has transpired here, won't transpire again. For a priest, is Hollin Jabb's life worth ignoring sacred tenets of your faith, lying, assuring Merlokrep of his kingdom's future, and then destroying it anyway? For some a moral dilemma presents itself, for others, perhaps, the discourse does nothing more than delay the inevitable. Let those who are men (and women) of action, act.

Initiative = Illiam, Kairon, Bombardier. Whether you parley or not, we're staying in initiative, because the situation is too tenuous not to.


Battle Grid

Tikan, Merlokrep's only remaining alchemist takes a few steps toward the deeper parts of the cavern, then stands fast, obeying his king's last order. With eyes on his king, he pulls a few vials of liquid from his well-stocked belt and begins the process of mixing them together. As he does so he says, "Mae Vreggma yn dal i fod yn fy ystafell wely fy mrenin. A ydw i'n mynd ac yn ei rhybuddio?"

Draconic:
"Vreggma is still in your bedchamber my king. Shall I go and warn her?"

Kairon distinctly hears the name Vreggma, but since he doesn't understand Draconic, he barely understands Common half the time, :P he has no idea what the king and his bombardier are talking about.

Immediately Merlokrep responds. "Ydw, rhybuddiwch hi, ac yna gwarchod ei siambr gyda'ch bywyd."

Draconic:
"Yes, warn her, and then guard her chamber with your life."

After Merlokrep responds the alchemist disappears out of view.

Initiative = Chillel, Dolok, Goruck, Merlokrep.


Battle Grid

Nothing to See Here:
KRS: 1d20 + 2 ⇒ (15) + 2 = 17

As Kairon turns the corner Merlokrep finishes the last arcane utterance and suddenly the floor is covered in a layer of slick goo, very much like Illiam likes to conjure in order to put enemies on their backs. Kairon pulls up short, startled by the sudden change in the terrain, but, having been around enough of Illiam's magical grease, he keeps his balance, and his wits. His ability to stand in the face of Merlokrep's magic gives his words more credence, and he can see the slightest tremor in the kobold king's confidence. All hope is not lost.

Merlokrep turns to Tikan and exclaims, "Dal!"

Draconic:
"Hold!"

Then he turns back to Kairon. "Well played. You have not destroyed our matrons' clutch then?" Insofar as a kobold's face gives away emotional content, it appears that Merlokrep is indeed sincere in his inquiry, and in his attachment to the Truescale clutch.


Battle Grid

Walking confidently, almost casually, around the barely visible ripples of magic that make up the resilient sphere, Merlokrep squeezes his small body into position right at the mouth of the corridor that leads to his throne room. He looks at the bombardier who avoided being caught in the magical trap, and, loudly enough so that anyone nearby could hear, says, "Tikan mynd i ladd y bachgen."

Draconic:
"Tikan go kill the boy."

Then, he raises his voice and speaks in a perfectly articulate Common, letting his voice carry down the tunnel. "Well done! You've all but destroyed my kingdom, a feat not easily matched, and I'm guessing you saved the little whelps that that whimpering bard helped escape. Good, good. You are truly heroes of Darkmoon Vale, but I will taint your victory with sorrow. Since your own conjured sphere is blocking the way to the Truescale shrine, you can come and watch while Tikan slices the boy's throat open. Let that be the memory of your victory that sticks with you forever after." Satisfied that his words will do exactly as he intends, he begins the incantations of a magic spell, awaiting the coming combat with the resigned calm of a warrior who anticipates a worthy death.

Initiative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep...


Battle Grid

Okay, some housekeeping here. My reading of the kinetic throw is that you are actually targeting the creature, not just the square. So you have to hit the target's AC in order to do the 1d8 damage, and, in my mind, in order to throw them as well. So, I'm saying the bombardier both didn't take damage, and didn't get thrown. Which won't matter all that much in the grand scheme. As for the kinetic throw ability, I understandt the Fort Save is there so the target has a chance to avoid being thrown, which, I'll say, I don't really understand, because shouldn't it just be a CMD check? It's like a long range combat maneuver, but specific trumps general, and the aether elemental's stat block says DC 12 Fort save. Speaking of which... The rider of the slurk is not a typical kobold, he's a named NPC "Kapmek" and as such his Fort save is actually a +4 (because class levels), which would mean he beat the DC and didn't get thrown, BUT (that's a big but), he's currently stuck in the saddle to a slurk, who did not make his Fort save, so he's getting thrown whether he likes it or not. Which brings me to this little tidbit: "to throw the outlying kobolds at the ceiling above the middle of the group." The actual operation of that language means that the slurk got thrown from a wall to ceiling, and it has a climb speed, so it would absolutely have reached out and grabbed a hold there, in order to avoid falling, and we're talking about 30' ceilings here, which would have put the slurk/rider outside of the range of the bead of force as well. Now, having said that, I realize that the intent of these "best laid plans" was to have as many enemies as possible take the force damage, and end up stuck in the sphere, created by the bead of force. So I'll take the intent of the words there to mean, "above the floor" not "on the ceiling." Which means the slurk/rider will take the full brunt of the force damage, and 1d6 falling damage, and will also not be able to make the reflex save to avoid being caught in the sphere. That same does not hold true for the other kobolds, though. They all, the ones that survive the 19 force damage anyway, get a reflex save to avoid being caught in the resilient sphere created by the bead. It says so right in the descriptive text of the BoF. So...

Kapmek Falling/Crushing Damage: 2d6 ⇒ (2, 2) = 4
Merlokrep Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20
Jekkajak Reflex Save: 1d20 + 4 ⇒ (7) + 4 = 11

Illiam's plan explodes into action, literally, aether elementals throw out kinetic damage and a bead of force in rapid succession before anyone in Merlokrep's throne room has time to react. Well, everyone except Merlokrep himself. When the dust clears and the resilient sphere shimmers in the middle of the room, Merlokrep stands outside the sphere, just on the edge of his royal dais. His bombardier also avoids any damage from the elementals and the sphere. Kapmek was not so lucky, and he currently writhes in agonizing pain on the floor, crushed under a dying Slurk. Jekkajak stands trapped inside the sphere with four dead or dying soldiers, a dead slurk, a dying ranger, and four aether elementals. Clearly, his fate is sealed, behind a wall of force. :P Merlokrep and his bombardiers ability to escape the sphere does present a rather unique problem, one that may not have been anticipated. The sphere is currently blocking the envoy's ability to get past the throne room into the chamber beyond where Hollin Jabbs must be imprisoned.

Initiative:

Illiam Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Kairon Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Dolok Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Chillel Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Goruck Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Merlokrep Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Bombardier Initiative: 1d20 + 3 ⇒ (12) + 3 = 15

Initiative = Merlokrep, Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck. I'm really inclined to just handwave what happens inside the sphere, with four elementals all focusing on Jekkajak for two more rounds, I'm fairly certain that he's going to be toast. If you all would rather play that out, let me know. Otherwise, I'll be back after lunch to post Merlokrep's actions...


Battle Grid

Tying and waking up one of the kobold captains was easy enough. Making him watch as the group systematically killed the remaining sleeping kobolds, while Illiam explained to him that they needed him to either tell them how to keep the shriekers from screaming, or keep them from screaming himself, less easy, but necessary. When Igkathik, his name, was lead into the corridor with the other group of sleeping kobolds and had successfully kept the shrieking fungi from screeching their audible alarm, he too became extraneous, and Goruck had no trouble slitting his throat with Glintaxe. The spray of blood across the stone was greatly satisfying. Entering the final chamber that, according to now-dead Kerrdremak's map leads directly to Merlokrep's throne room and the sacrifice chamber beyond, and seeing not one enemy gave the entire group a strong sense of courage. The Truescale tribe is decimated, and there can be but few guards left that stand in the way of final victory, and rescuing Hollin Jabbs, the only child of the Hollow yet to be rescued. So, the full-frontal approach? Goruck in and Kairon in front stabbing and slashing with magic-users pulling up the rear? Or some stealthy scouting to see what awaits? Every moment spent in thought is another moment that Hollin's death draws closer, if he is not dead already.

Okay all, you are in the "staging area" to the final boss encounter, I'm not hiding anything, so use your character knowledge to decide how to proceed. I'll jump in whenever it's necessary.


Battle Grid

Illiam and Dolok use Kerrdremak's gifted wand of Sleep to put every enemy except one kobold (dashed purple - made both saves!) the slurk, and his rider, the crossbow wielding ranger, on the ground unconscious.

Immediately their resident muscle goes to work.

Goruck slices head from body with one swift stroke of Glintaxe, and the kobold's veteran captain bleeds out upon the floor, an evergrowing pool of deep crimson, to the point of being purplish-black, lifeblood. Kairon, not to be outdone steps up (I took the liberty 5' step, two reasons, right over the top for the CDG, which I think you have to be, and also in range of purple for when he runs away in absolute pee-down-your-own-leg fear) and jams the steel blade of his darkwood spear so ferociously through another of the kobolds (yes, dashed green) that the metal tip actually gets temporarily lodged in the stone beneath. As he rips the spear back out of the ground, the kobold's body follows along, and for a moment, Kairon is holding up the completely lifeless, bleeding body of one the Truescale tribes better warriors, like a child's rag doll. He unceremoniously drops the body on the floor and glowers at the only kobolds left awake in the room, as if to say, "go ahead, make my day."

The ranger, on slurkback, doesn't wait around to see what else happens, as he turns his mount around and they ride out of the room faster than a ballista bolt. Looking from Kairon, to Goruck, to Dolok, to the dead bodies of his buddies, and then back around the loop, the only remaining dragon-kin makes his decision. Run! And so he does, opening up his back to Kairon's well-honed reflexes.

You have given me opportunity, now I must attack!: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Unfortunately for Kairon, the little bugger is so motivated by his fear that he slips right past the righteous warrior's blade edge.
So, we have 9 more rounds of all these scaley demons being asleep... Should we just hand-wave all the CDGs wipe clean the map and embark on? Chime in!


Battle Grid

How many rounds on the sleep wand?

When Illiam says he'll take care of something, he does. The entire troupe of would-be kobold attackers from the north fall to the cold stony ground, very much asleep. Thankfully the shriekers were silenced, else they'd certainly wake up the drowsy dragon-kin. As is, there is now no perceivable northern threat, and the whole group concentrates on those coming from the east.

The veteran slurk rider spurs his mount to the ceiling of the cavern and into the room firing his bow at Dolok, clearly targeting a member of the party that appears to be unarmored.

Crossbow Attack: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

The bolt does get past Dolok's magical armor and finds flesh, but only barely, a small cut, but the envoy's resident sorcerer suddenly feels a weakness coursing through his veins.

Dolok Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22

Instead of succumbing to the weakness, Dolok's entire body wreathes itself in flames, and his anger only increases.

Simultaneously Kairon fires his "dart" at the kobold's slurk.

Small Sized Javelin Ranged Attack: 1d20 + 3 ⇒ (7) + 3 = 10

The small javelin skips harmlessly off the wall of the cavern, landing on the ground near the entering band of kobold soldiers. Those soldiers all file past quickly closing the distance to engage the party face to face.

As the captain closes the distance he opens himself up to Kairon's darkwood spear.
AoO Darkwood Longspear: 1d20 + 7 ⇒ (7) + 7 = 14
But the kobold captain's reflexes prove quicker than Kairon's and he avoids the jab. Kairon is uncanny quick though, and he jabs the soldier following as he moves into position as well.
AoO Darkwood Longspear (dashed Orange): 1d20 + 7 ⇒ (16) + 7 = 23
AoO Damage: 1d8 + 4 ⇒ (3) + 4 = 7
The steel finds home deep in the kobold's torso slicing in between ribs and drawing dark crimson blood.

Dolok who'd begun casting his burning hands spell, holding the final incantations to release the fiery magic when the most enemies were in his spell's range, has to concentrate to finish the spell, since the slurk riding ranger's bolt struck him mid-casting.

Concentration Check DC 15: 1d20 + 7 ⇒ (11) + 7 = 18
The blacksmith's apprentice is used to working through pain and gets the spell off easily.
Burning Hands Damage: 3d4 ⇒ (2, 1, 4) = 7
Kobold Fighter Reflex Save DC 17: 1d20 + 1 ⇒ (3) + 1 = 4
Kobold Soldier (Green Dash) Ref. Save: 1d20 + 1 ⇒ (7) + 1 = 8
Kobold Soldier (Orange Dash) Ref. Save: 1d20 + 1 ⇒ (17) + 1 = 18
Kobold Soldier (Yellow Dash) Ref. Save: 1d20 + 1 ⇒ (7) + 1 = 8
Kobold Soldier (Cyan Dash) Ref. Save: 1d20 + 1 ⇒ (13) + 1 = 14

The first four kobolds behind the captain, and the veteran captain all take the brunt of Dolok's fiery magic, three of the lesser soldiers scream in agonizing pain, and seem one hairsbreadth away from falling down. The kobold that Kairon stabbed, even though he was able to avoid some of the flames, is unable to stand after the flames draw out his remaining strength and resolve. He falls to the ground unconscious.

The captain returns spear jab with spear jab, aiming directly at Kairon's ugly face.
Spear Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Likewise Kairon proves to slippery for the scaly foe, and neither is able to draw blood. The captain's men, put on their heels by Dolok's gout of flames are unable to make a worthwhile attack. Had to double move just to get them in position.

And we're back at the top of the order. Initiative = Dolok, Goruck, Kairon, Illiam, Chillel, Kapmek and Slurk (red), Solidly lined kobolds, dashed line kobolds.


Battle Grid

Believe it or not, one of the reasons I wanted to give you a couple of rounds worth of stuff was so that you could make sure you had Goruck ready to go. So, yes, switch to Glintaxe, by all means.

Suddenly the shriekers go silent, and then, the tunnels all around you fill with kobolds. Illiam gestures with the wand at the first kobold that comes around the northern corner.

Darkscale Kobold Will Save: 1d20 - 1 ⇒ (4) - 1 = 3
Kobold (Green) Will Save: 1d20 - 1 ⇒ (14) - 1 = 13
Kobold (Orange) Will Save: 1d20 - 1 ⇒ (7) - 1 = 6
Kobold (Yellow) Will Save: 1d20 - 1 ⇒ (4) - 1 = 3

That's 4HD worth of enemies.

Dolok watches another slurk mounted kobold appear around the southern corner, he looks quite a bit more dangerous than those that the group has already battled, wielding a well-made handaxe, and a crossbow of excellent craftsmanship. Dolok points and fires the magic missile wand at the slurk.

Magic Missiles: 2d4 + 2 ⇒ (1, 3) + 2 = 6
The unerring missiles of magical force slam into the slurks broad chest and it croaks a gurgling bubble of pain out its tusked and mucus-ridden mouth.

Kairon is the only one with a view clear enough to see the eastern entrance as it fills up with another Darkscale fighter and his five soldiers. Six to the north though three of those are asleep thanks to Illiam's quick thinking. Seven, plus a slurk to the east. If this isn't the rest of Merlokrep's "army" it's as much as he was willing to send while still leaving himself protected. No bombardiers are in view at the moment, perhaps they all died, or they made it back to Merlokrep and are setting up a fiery battle field. Regardless the bloody work here must be done quickly, for Edgrin's elven friend, and the son of the Hollow are both waiting to die, or be freed.

Initiative = Dolok, Goruck, Kairon, Illiam, Chillel, Kapmek and Slurk (red), Solidly lined kobolds, dashed line kobolds. Have at thee foul villains!


Battle Grid

As everyone gears up for what will surely be a bloody brutal combat confined to close quarters, they all stare at each other, in almost boredom, when nothing happens, nothing except the Shriekers each edge a little closer to the opening at the end of the corridor.

Once more into the breach dear friends. Back through the init, one more round of actions for everyone... Then Merlokrep's dog's of war, that he let slip a round ago, will show up, barking mad.


Battle Grid

Well, that did it.

As Illiam shines his small beam of light on the wall of the fork in the tunnels, his ears are suddenly overwhelmed by the sound of high-pitched and incredibly loud shrieking. Covering his ears and turning to look, he notices that the two mounds, that at first appeared to be nothing more than mushrooms, have begun to tremble violently and the shrieks are emitting from a strange opening on the tops of their "heads." As Illiam watches the two toadstools actually shuffle towards him, as if they mean to attack!? Regardless, these creatures were obviously put here as some kind of a warning system for Merlokrep and his bodyguards. You can be certain they know you're close.

Initiative:

Illiam Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kairon Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Dolok Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Chillel Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Goruck Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Shriekers Initiative: 1d20 ⇒ 9

Initiative = Dolok, Goruck, Kairon, Illiam, Chillel, Shriekers. Hopefully my description made it pretty clear that Merlokrep and his Truescale tribe now have ample warning of your approach... They may, or may not attempt to catch you all here in the bottle neck of the tight tunnels... :D Mwa ha ha ha ha ha. If they did, obviously I'd bring them into the initiative when they appear. Since everyone goes before the Shriekers, post at your leisure. :D


Battle Grid

Veering north after the brief curve to the south, and gingerly stepping over the bodies of Kerrdremak and his cronies, the group finds themselves at the mouth of a tunnel that descends about fifteen feet, and narrows considerably. Via Dolok's magical light it becomes readily apparent that everyone but Illiam is going to be squeezing in tight space if they take this route. Unfortunately the tunnel also jogs right and then back left leaving Goruck incapable of seeing what lies beyond the bend. His darkvision does afford him the ability to see that there are no tripwires or snares waiting for them here, so, from that perspective at least, this is a safe passageway to attempt to move further into the warrens.

As you see fit you can move your icons right up to the Y shaped fork in the tunnels near the number 29, but please stop there, as I'll need to set up the scene just as soon as you breach the northern end of this passage. :D Sometimes I feel like I'm just terrible at not breaking the 4th wall... :P


Battle Grid

Because I don't want to hijack where people go, and the details matter at this point, please move your icons into room 27, or closer to it, as you see fit. I'll wait until everyone has their icons moved (including dancing lights) before narrating what you see when the chamber is bathed in enough light to see by.


Battle Grid

After bidding adieu to Gurtlekrep, who refuses to go any further in the tunnels, but instead promises, via his draconic interpreters, to stay right here and wait for them to come back, the group continues on with Dolok's dancing lights leading and following. After no more than a few paces, the party reaches a juncture in the tunnels. The passage west turns south just for a bit, and that is where the party sees several kobold bodies, one of them with a floppy, over-sized ear, and wearing red robes. Obviously Kerrdremak's bid to have a quick bloodless coup failed miserably, for here he lies, he and his warriors, all pierced through and dead. The cavern they lay in has, by appearances, five separate adjoining passageways, which perfectly matches up with Kerrdremak's hastily drawn map of the area. If his map is correct, the passage that continues north and east would lead directly to the slurk kennels. Listening intently, Chillel does think she can pick up the gurgling, mucus-filled breaths of some of the toad-like creatures coming from that direction. It did appear as though the fleeing bombardiers went that direction. Illiam's magical vision detects nothing, and first glimpses show nothing noteworthy so far as the eye can see. Now the choice must be made, west, or north and east?


Battle Grid

Illiam finds zero magical auras within this room or the adjacent one, except those emanating from the magical items adorning his allies.


Battle Grid

Just for the ease of my own use, I took the amount of hit damage and distributed it in the most effective way, whether or not that's the way it would have actually been distributed is besides the point at this point. Since, however, Illiam can only hear, not see, what has happened with his summoned eagles, the group will have to discover that when they finally gird up their loins to leave the relative safety of the elevator room and move further into the warrens. That, btw, is what I happen to be waiting for. As of yet, there has been no in-game declared actions, I thinking, because everyone is still making sure they have everything square for a plan in the discussion thread. I'm fine with that, I just didn't want people to be waiting on me to post something, as what happens next is entirely up to you all... So, until I see something posted about the troops moving out, or a post that specifically needs my attention in discussion, you probably won't see a whole lot of posts from.

The sound of screeching eagles and the guttural agonizing screams of dragon-kin come resounding off the stoney walls of the northern corridor, sharp and loud, and then are heard no more. Whether the bombardiers made it to their allies will have to be discovered later. With no conceivable targets nearby the group watches as Skiirsh the choker disappears around the corner to the east, he waves a humble good-bye as his small form disappears into the darkness.


Battle Grid

Illiam's summoned raptors heed his call and give flying chase to the fleeing bombardiers. From ahead in the tunnels the party hears the loud screeching cry of the eagles as they strike, followed by another howl of draconic pain. Unable to see around corners, though, Illiam has no idea the extent of the damage they caused. Time to give chase!

Okay so initiative-wise it's the entire party as one block, and the bombardiers as another block, until other combatants enter the fray. So post at your leisure, don't forget that you'll need light to maneuver through the hallways so Dolok will need to bring his Dancing Lights along.


Battle Grid

Kobold Group 2 (Red, Dashed Blue), Choker, Kobold Bombardiers (Green, Cyan, Crimson, Orange).

Reflex Save Cyan Kobold Bombardier: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Reflex Save Crimson Kobold Bombardier: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12
Reflex Save Orange Kobold Bombardier: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
Reflex Save Orange Eagle: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Dolok usually the one to evoke fire, this time proves to be fire's foe, and drenches his friend Kairon in a dump of water so quick and thorough it not only puts out his flames but also dilutes and spreads the lamp oil on the ground near him. :D Because good for you Dolok, that was very selfless, and helpful!

Kairon's gout of magical flame engulfs all three of the remaining bombardiers and he exults in the shrieking howls of all three as their robes and scaly hide burn triumphantly, though, the kobold furthest from him (orange) is able to avoid the brunt of the flaming spray by quickly ducking behind his comrades. Unfortunately Kairon's magical flame also burns righteous hell out of one of Illiam's summoned eagles (orange).

The kobold in the southwestern corner of the room, tries feebly to lift his dead mount off of him, and in so doing depletes all his energy reserves and falls unconscious.

Seeing the kobold below him still struggling for life Skiirsh climbs down until his hands can reach the wretched scaly bastard (blue) and reaches out to squeeze the damned life out of him.

Claw/Tentacle 1: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Claw/Tentacle 2: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Claw Damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Claw Damage 2: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Grab's Free Grapple attempt 1: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Grab's Free Grapple attempt 2: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Constrict Damage 1: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Constrict Damage 2: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

His hate-filled claws tighten so quickly and so forcefully around the neck of the hapless kobold that he literally squeezes the head right off the poor bastard. The scaly noggin' goes rolling down the passageway to the east. Everyone in the vicinity gets sprayed by a jet of arterial blood and hears a sickening pop and crunch as Skiirsh's claws rip through sinew, cartilage, and bone.

What happens next draws an unholy roar from Kairon's gullet the likes of which none of his party have ever heard, it is both deep, resonating off of the stone, and fearsomely unnatural, almost as if the priest of Sarenrae were channeling an alien creature.

Kairon watches the bombardiers, thoroughly outmatched, and having no close range weapons at all, turn tail and run. Withdraw action, double movement, but do not provoke AoOs. He quickly jabs his spear out to try and catch the back of the kobold nearest him but catches only air. As they swiftly depart. In his unearthly roar, Kairon calls out after them, "That's right RUN!!! RUN to Merlokrep and tell him the Hollow is coming for him! WE'RE COMING FOR YOU MERLOKREP FIRST AND LAST OF YOUR NAME!!!

It's only after calming down and regaining his composure that Kairon makes the realization that the fleeing kobolds might not understand common, and probably had no idea what he was yelling after them. He could have been yelling a recipe for pumpkin pie, for all they know... Oh well, such is the rage that battle brings about.

Edit: Kairon pointed this out to me in a PM, and I still have time to get it in this post.

Likewise after calming down, Kairon remembers that at the exact moment that his mouth was spouting a language both foreign to him, and beyond his ken, he felt a sudden powerful wash of weakness bust upon him and radiate out from him. Whatever boon Sarenrae had granted to him because of his previous prayer disappeared most suddenly, and left a temporary bit of quavering weakness in its wake.


Battle Grid

Actually, blue was unconscious/helpless from Chillel's slumber hex as he fell, so -5 to dex, and you get a +4 to hit. :D Also 6 HP will bring him to exactly 0. :P So, as soon as he makes the effort to try and get out from under the dead mount, he'll drop himself into negatives as well. :D

Just as the distressed kobold (blue) begins his fall to the ground, one of Illiam's summoned eagles reaches out a hasty talon and scrapes across his scaly neck drawing a magnificent squirt of dark crimson blood.


Battle Grid

Kobold Group 1 (Yellow, Blue, Purple, Pink)

The first attack by Illiam's summoned eagle drops the (blue) slurk into unconsciousness, which sends both slurk and sleeping rider to the floor like a mucusy meteorite. Wham!

Falling Damage Blue Slurk: 3d6 + 1 ⇒ (6, 3, 6) + 1 = 16
Falling and Crushing Damage Blue Kobold: 5d6 + 1 ⇒ (4, 1, 3, 5, 5) + 1 = 19

The kobold (blue) starts awake as the intense pain of being crushed between his falling mount and the stone floor breaks Chillel's enchantment on him. He now lays pinned and prone underneath his thoroughly dead mount, with no weapon to hand and no strength to lift the massive toad body off of himself.

The other summoned eagle from the first round of summons claws deep into the (pink) I think this is what you are calling magenta... slurk, drawing a sudden gush of blood that lands right on Kairon's face, thankfully dousing his hair so it is no longer being singed by the bombardiers alchemical fire. It is obvious to those looking that this slurk cannot hold on much longer. 1 HP

In that same moment three more eagles appear out of the ether and all three slam their talons and sharp hooked beaks into the leader of the bombardiers. Their attacks shred through the flimsy robe the kobold is wearing and immediately drop him to the ground gashed and bloody.

To answer your metagame questions Illiam, they are not wearing any armor, only robes. The rationale for which is that armor tends to "get in the way" of their mixing and throwing... that and the Truescale tribe has limited means, and likes to save armor for those that are more prepared for melee combat. :D

Pink Kobold's Will Save Versus Illiam's Daze: 1d20 - 1 - 1 ⇒ (13) - 1 - 1 = 11

Arcana continues to be the great ally of the adventuring company that still has no name. Illiam's daze cantrip blasts into the selected (pink) kobold's head and causes him to sit atop his ready-to-die mount slack-jawed and drooling, unable to do anything else.

Red Kobold's Will Save Versus Chillel's Slumber Hex: 1d20 - 1 - 1 ⇒ (18) - 1 - 1 = 16

Unfortunately for Chillel her innate powers are not as effective this time, as the kobold (red that she was targeting with her sleeping hex blinks hard for a few moments but does not succumb to the slumber.

Pink Slurk Reflex Save Versus Goruck's Miniature Created Pit: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Red Slurk Reflex Save Versus Goruck's Miinature Created Pit: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5

Goruck's elemental powers over stone, though, works perfectly.

Pink Slurk Falling Damage: 3d6 + 1 ⇒ (4, 3, 3) + 1 = 11
Pink Kobold Falling and Crushing Damage: 5d6 + 1 ⇒ (5, 3, 1, 3, 1) + 1 = 14
Red Slurk Falling Damage: 3d6 ⇒ (3, 1, 6) = 10
Red Kobold Falling and Crushing Damage: 5d6 + 1 ⇒ (6, 1, 4, 5, 3) + 1 = 20

As the slurk riding captain falls to the ground right next to the flaming Kairon, into the puddle of lamp oil the bombardiers threw down, the priest's eyes light up from within, glowing for the briefest of moments as red as the flames of hell. He stabs out with his longspear, ignoring, or, perhaps, relishing the flames that surround him, as he jabs the spear tip into the falling kobold's torso.

Kairon AoO Longspear: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Longspear Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Flame Damage from Kairon's now flaming spear: 1d6 + 1 ⇒ (4) + 1 = 5

As the flaming spear slices into and quickly back out of the falling kobold, Kairon watches with great satisfaction as the life empties from the scaly dragon-kin, and he stares down the northern corridor at the three remaining bombardiers, oblivious to the flames they have enveloped him in, grinning wide, covered in blood, and ready to send them all to their deaths.

Goruck also watches with much satisfaction as the kobold that has been harrying them from the southwest corner drops severely damaged from the crushing fall and weight of his, also, now, dying mount. His eyes gloss over, and though he is still alive it is by a mere thread. 0 HP, disabled, staggered, prone, pinned... ergo, pretty much out of it.

I moved the pink slurk and kobold off the map so they aren't cluttering things. Both slurk and rider are dying, and prone. Kobold is also pinned. Red kobold is not dying, but he will be as soon as he makes the feeble attempt to free himself from being pinned by his mount on his turn. Also moved green bombardier off the map with his dying and prone icons, so there's less clutter. Blue Kobold is prone and pinned under his dead mount, but has enough HP that he might be able to escape the pin, and get back in the fight, so I left him where he is. Oh, dang. That just reminded me, the eagles would have gotten AoOs against the falling kobold. Illiam, go ahead and roll those at your leisure, maybe the blue kobold is actually dead or dying after all. All of this means that for initiative it now looks like this: Dolok, Kairon, Choker (since red is going to start dying right at the start of his turn I'm just applying that now), then the Kobold Bombardiers.


Battle Grid

Kobold Group 2 (Red, Dashed Blue), Choker, Kobold Bombardiers (Green, Cyan, Crimson, Orange).

Kairon's taunt of the slurk-mounted captain draws his ire, but little else. Dolok is able to get off his drenching spell and clean himself of the slurk's disgusting mucus, freeing him to move without hindrance, and he gets into position to burn anything coming down the corridor.

Meanwhile the lone slurk in the southern corner of the room barks quickly and his slurk fires yet another jet of sticky mucus, this time directed at Goruck.

Ranged Touch: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11

The mucus lands right on him, making it difficult for him to move and attack. Goruck has now gained the entangled condition.

Seeing the advantage the kobold fires his shortbow at the half-orc.

Shortbow: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11

Yet again the arrow skips harmlessly off the stone floor, skittering into the wall near Kairon.

Con save for stabilization Dashed Blue Kobold: 1d20 ⇒ 8

In the same moment a gurgle of blood drips out of the mouth of the kobold (dashed blue) Skiirsh has a death grip on, and his Slurk, sensing his rider's passing, bolts for the exit and its own salvation.

Skiirsh squeezes the neck all the tighter.

Strangulation: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Hearing the satisfying pop of the kobold's draconic larynx, Skiirsh drops the lifeless body to the floor, and looks for a new target. Moving slowly toward the northern corridor, he avoids the eagles and the kobold they've all but killed, and eyes the returning captain, further clogging the ceiling of the north end of the chamber.

At just that moment Kairon watches as four strangely dressed and strangely armed kobolds careen around the corner, their leader pulls up short, just in range of Kairon's spell, but he's the only one in range, and casting burning hands just now would only hurt him, though it might give his following comrades pause...

The bombardier leader (green) throws a glass vial of directly at Kairon...

Just so everyone is aware, there is no reflex save for these, and if/when they hit, they automatically start the PC, NPC, or monster that they hit on fire because of the Explosive Bomb Discovery.

Ranged Touch Explosive Fire Bomb: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12

And then the world is on fire! The bomb hits Kairon directly in the chest exploding in a blast of flame so powerful the edges of it hit Dolok, and every bit of his clothing and wooden weapon handles start to burn. Kairon you are on fire, and will take another 1d6 fire damage on your turn. Putting the flames out is either a full-round action Reflex Save, or requires a dousing with at least two gallons of water.

Exploding Bomb Damage: 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4

That's 4 damage to Kairon, and 1 damage to Dolok. Dolok, you do not catch on fire, as the one damage is just the 10' blast radius and only does the 2-1 damage.

Once the bomb strikes the leading bombardier ducks, and his two closest companions throw two more glass vials, but it's clear they are not directed at any person, rather they are thrown directly at the ground near the threshold of the corridor and the elevator room.

Lamp Oil Ranged Touch @ a Square: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
Lamp Oil Ranged Touch @ a Square: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16

Both vials slam into the ground one just north of the door, and the other just south of it, and both Kairon and Dolok smell the distinct smell of lamp oil as it spreads across the floor. Kairon feeling the excruciating pain of his own burning flesh knows immediately what will happen with the oil spreads out and touches his feet... Nothing good. He turns for a moment and looks at Dolok with eyes that beg the question, is this really happening?

I put two little flame icons in the squares where the lamp oil is spreading, it will take a round for it to spread out and hit Kairon's square, but if his flame is not put out by then, both squares will ignite with flame, doing 1d3 points of damage to anyone that walks in the square for two rounds thereafter, unless doused with water...

Initiative: Illiam (eagles), Goruck, Chillel, Kobold Group 1 (Yellow, Blue, Purple, Pink). Illiam your next summoning of 3 eagles happens at the start of your turn this round, so go ahead and copy paste those three wherever you'd like them, and they can go to work. :D


Battle Grid

Kobold Group 1 (Yellow, Blue, Purple, Pink)

Illiam's summoned eagles all but shred their enemy (blue) slurk to death. He appears to be hanging onto life by a mere thread. 1 HP Meanwhile Chillel's innate magical talents once again force a combatant to sleep through things. Blue Kobold is now unconscious for three rounds or until he takes damage, whichever comes first.

Red Slurk Reflex Save Vs. Miniature Created Pit: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18

Once again Goruck's attempt to drop a slurk from the ceiling to within range of his bloody axe is undone by the creature's swift reflexes. It hops over the broken ceiling to a more secure spot, just in time.

Kairon and Goruck watch as the kobold captain(pink) that left to retrieve a separate force, a force he referred to as bombardiers, spurs his mount down the narrow northern passageway, stopping on the ceiling just inside the elevator room. They also watch as the now riderless slurk (purple) that was headed down the eastern passageway keeps moving and disappears around the bend. When the leader (pink) sees the deterioration of their martial superiority in the room, he barks a command and his slurk fires a jet of sticky slime right at Kairon.

Ranged Touch Sticky Goo: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5

Which square does it land in?: 1d8 ⇒ 2

The gross mucus lands harmlessly at Kairon's feet, right below one of Illiam's summoned eagles. Undaunted the kobold fires his shortbow at Kairon.

Shortbow Attack: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8

The arrow flies erroneously over Kairon's head into the opposite corner of the room.

Yellow and Purple stabilization checks:

Yellow Con Check: 1d20 ⇒ 1
Purple Con Check: 1d20 ⇒ 19

Kairon watches a spurt of blood flow out of the (yellow) kobold at his feet, but the other (purple) seems to have fallen into a steady breathing rhythm, were he to receive medical attention, he could live to fight another day.

Kairon and Dolok batters up!!! I'm going to bring in the bombardier grouping AFTER Skiirsh, and have them act at the end of the initiative cycle, so, make it count!!! :D


Battle Grid

Blue Kobold Will Save: 1d20 - 1 - 1 ⇒ (14) - 1 - 1 = 12


Battle Grid

Quick as lightning, as Skiirsh's victim swings down from the saddle he so ineptly left, in a feeble attempt to escape being strangled to death, Kairon strikes with his battle-honed reflexes.

Eat Spear Point Wretched DragonKin!!!: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
I said eat it!!!: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Ha ha!!! I would roll max damage when rolling for you wouldn't I?

His strike jabs right through the kobold's soft underbelly, spilling blood and viscera. Skiirsh, seeing the kobold is all but dead drops him to the ground.

Falling damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8

The kobold (purple) hits the ground hard and lands in a disgusting heap. -9 HP, dying, still not dead.

Meanwhile Dolok's magic missiles slam into the already wounded slurk (red) all by his lonesome, sitting in the southwestern corner. Dolok is happy with the force damage, as he can tell that slurk is ready to drop at any moment. In response the kobold barks at his mount to fire his sticky mucus jet right at the fire-haired blacksmith cum adventurer...

Watch out for the goo!: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14

... and the disgusting tar-like mucus explodes all over him, slowing his reflexes and movement. Dolok now has the entangled condition. Seeing that he's stuck the slurk's rider fires his shortbow...

Shortbow Attack: 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3

... but even with Dolok slowed by the sticky mucus the kobold's arrow missed wide landing harmlessly in the corner of the room.

The other kobold in this initiative group is Dashed Blue, and he is dazed until Illiam's turn in the initiative comes up, as Daze is for a full round. So...

Seeing the nearest kobold to him not acting or reacting because of Illiam's magic, Skiirsh seizes the advantage and reaches his long arms over to try and choke the life from the little bugger.

Tentacle 1: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Tentacle 2: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Tentacle 1 Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Grab's Free Grapple Attempt: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Constrict's Damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

And Skiirsh proves a mighty ally, as Kairon hears the neck of the kobold crunch with a satisfactory crack. There are still raspy breaths escaping from the kobold, but he is not long for this world. -7 HP, Dying. Even so, Skiirsh refuses to let go, perhaps wanting to make sure the kobold is in fact thoroughly dead before moving on to another victim.

Rules query for those with more knowledge. This is one that has always given me fits. For a choker under attacks it says "2 Tentacles +6 (1d4+3 plus grab)." Is that two separate attacks each at a +6 with the potential for a 2d4+6 damage, each with their own grab? Or does that line mean that both tentacles work in unison at a +6 with the potential for only 1d4+3 damage? The first time I rolled for Skiirsh I did it the second way, both in unison. This time I rolled them separately, and that seems AWFULLY deadly... But I did notice that Illiam rolled separately for each talon on the eagles, and took a look back and realized that Kanga used to roll separately for each claw... Sad to say, been GMing this long, and I've waffled back and forth on this one probably hundreds of times...

And we are right back at the top of the init: Illiam (eagles), Goruck, Chillel, Kobold Group 1 (Yellow, Blue, Purple, and now Pink again).


Battle Grid

Yeah, I kind of figured you would. :)

As the unconscious kobold falls to the ground, right after it is forced awake by the devastating fall and crushing damage of its now dead mount, its eyes widen and it has time to gurgle out a horrendous noise as it watches Kairon jam his longspear deep into his chest. Then, it falls silent and knows no more. Dying, not dead. -4 HP

Spying the returning kobold and slurk (pink), Kairon sees that the massive, sticky frog is in no better condition than when it left. One good strike could put the creature out of its mucusy misery. Dropping the body in the tight passageway could be just the syrupy blockade needed to keep the bombardiers at bay...

Also, Kairon, you realize that the choker doesn't speak Common, right? It recognizes its own name, but will have zero idea what else you said... :) You could attempt some charades if you want, but I'd want you to make an untrained linguistics check versus a DC 20, to get across that you want Skiirsh to drop the kobold it is strangling to death. :P Just for fun of course. Otherwise I'm going to have Skiirsh choke the life out of that little bastard, because that's what I would do to it. :D Did I mention I hate kobolds?


Battle Grid

Kobold Group 1 Yellow, Blue, Purple...

The slurk being shredded by celestial eagles, all but dead makes a move to exit the passage and get away from the talons and beaks that keep tearing its flesh, unaware, or uncaring that his master is asleep. The eagles' reflexes are lightning quick and each eagle takes a strike at the fleeing beast.

Celestial Eagle AoOs and Subsequent Falling Damage:

Orange Eagle Talon: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Red Eagle Talon: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Green Eagle Talon: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Red Eagle Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Green Eagle Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Falling Damage Yellow Slurk: 3d6 + 1 ⇒ (4, 3, 1) + 1 = 9
Falling and Crushing Damage Yellow Kobold: 5d6 + 1 ⇒ (5, 4, 1, 3, 6) + 1 = 20

Attempting to flee the eagles ends up being the undoing of the slurk guarding the northern passage yellow, and his rider! The slurk suffering terrible wounds from the eagles can no longer maintain its grip on the ceiling and falls, his unconscious rider, thanks to Chillel, has no ability to avoid the fall, and lands hard on the ground crushed underneath it's now thoroughly dead mount.

Kairon, I know you could have used an AoO there on the yellow kobold, but since it is now prone, and pinned under its dead mount, I figured you'd like to save that AoO for something more important... If not, go ahead and roll it, and I'll adjudicate at that time.

Meanwhile the kobold that is being strangled by Skiirsh Purple attempts to break free of the monster's insanely powerful grip.

Break Grapple Check: 1d20 - 1 - 1 ⇒ (7) - 1 - 1 = 5

And it fails miserably, so it spurs its mount to move, which it does willingly. Clearly the kobold did not think about the fact that the choker's grip is much stronger than the mucus that had him stuck to the saddle. His slurk takes off down the eastern passageway, leaving him dangling in the choker's grip twenty feet off the ground. If he breaks the grapple now, he'll fall to the ground...

The kobold that remains on the ceiling in the vicinity, no longer flanked by his comrades drops his bow and jabs his spear at the eagle nearest him, barking at his mount to bite at another.

Blue Kobold Spear Attack Vs. Red Eagle: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
Blue Slurk Bite Attack Vs. Green Eagle: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18

The spear misses, just barely, but the slurk's powerful jaws clamp down on the eagle in front of it Green.

Blue Slurk Bite Damage: 2d6 + 3 - 1 ⇒ (6, 4) + 3 - 1 = 12

Birds are a special favorite of slurks and the giant tusk-mouthed toad crushes the eagle in his jaws, ending its short summoned life.

The tide of battle has most definitely turned... :D See, I told you you could do it! Dolok, Kairon, batters up!!!


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Battle Grid

Okay first off, for future reference, someone please make note, preferably Goruck, the DC of saves for any Kineticist ability is 10 + (1/2 Kineticist level) {in this case} 1 + (Con modifier) {in this case} 3 = 14. Secondly, there is no orange slurk... Since Goruck's kinetic blast didn't hit anyway, it doesn't matter.

Illiam's summoned eagles do their job masterfully, clawing and biting at the slurk guarding the northern passage with righteous fury. The behemoth toad is so bloodied it looks as though one last blow would send it falling. No kidding, it is at exactly zero HP, and now has the staggered and disabled conditions.

Save Rolls:

Dashed Blue Will Save: 1d20 - 1 - 1 ⇒ (13) - 1 - 1 = 11
Red Slurk Reflex Save: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Yellow Kobold Will Save: 1d20 - 1 - 1 ⇒ (14) - 1 - 1 = 12

Just as the yellow slurk is being torn to shreds by eagles, its rider, again, falls asleep, this time from Chillel's innate arcane power. Simultaneously, Illiam's cantrip dazes another Dashed (light) blue of the kobolds. Unfortunately Goruck's attempt to drop the southernmost red slurk to the ground by moving the earth underneath it is thwarted by its quick reflexes, it jumps to the side avoiding the falling rock. Likewise, its quick jump causes Goruck's flying shards of earth, summoned by his kinetic power, to miss as well.


Battle Grid

Dashed Blue Kobold Reflex Save: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10
Dashed Blue Slurk Reflex Save: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7

It is now or never, the carefully laid plans and prepared magic must deliver and turn the tide of this battle, or all might be lost. Watching from either side of the doorway Kairon and Goruck watch as all hell breaks loose. First Chillel's miniature thundercloud finally displays its full potential, both slurk and rider are blasted by dozens of mini-sized lightning bolts, and both scream in pain as their flesh is seared, just before the cloud winks out of existence. Fist-pumping celebration of arcane power is quickly halted as Skiirsh becomes visible, behind all the kobolds. His two long arms extended, as his feet cling to the stony ceiling, his tentacle-like hands grasp the neck of the kobold that was left in charge, at the center-most position of their semicircle of protection.

A Lot of Dice Rolls:

Skiirsh Claws Attack: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Claw Damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Grapple Attempt: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Constrict's Damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Kobold Yellow Javelin Throw: 1d20 + 3 - 4 - 1 ⇒ (20) + 3 - 4 - 1 = 18
Kobold Blue Javelin Throw: 1d20 + 3 - 4 - 1 ⇒ (18) + 3 - 4 - 1 = 16
Kobold Dashed Blue Shortbow: 1d20 + 3 - 4 - 1 ⇒ (16) + 3 - 4 - 1 = 14
Kobold Red Shortbow Attack: 1d20 + 3 - 4 - 1 ⇒ (11) + 3 - 4 - 1 = 9
Kobold Yellow Crit Confirmation?: 1d20 + 3 - 4 - 1 ⇒ (4) + 3 - 4 - 1 = 2
Kobold Yellow Javelin Damage: 1d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4

Seeing the choker appear out of thin air, with his clawed hands wrapped tightly around the throat of their stand-in captain, all the rest of the kobolds attack in unison, but refrain from spurring their mounts to squirt their slime for fear of sticking their comrade directly to the creature that is currently choking the life out of it. Scared beyond wits, and now being strangled beyond speech, the would-be captain drops his shortbow and grabs the choker's rubbery wrists in a desperate attempt to free himself from the monster's deadly grip. Somehow, one of the kobold's (the one closest to the egress north) javelins connects with the choker's flesh, and everyone hears his unearthly howl of pain as his weakened flesh is sliced once again by a kobold weapon. Thankfully this javelin was not coated in the Truescale's oft-used poison.

Tide turned? It seems so, with the kobolds all occupied with a choker that appeared, with vengeance in mind, out of thin air, behind their defensive position, now is the time to strike, and that moment is made all the more glorious when three bald eagles instantaneously coalesce out of nothing right in the fray, ready to strike with beak and talons. It's hero time!

Could only have gone better if yellow didn't roll a 20 on his javelin attack... Ah well, the choker is still alive to constrict for another round at least. Speaking of rounds... Initiative: Illiam (eagles), Goruck, Chillel, Kobold Group 1 (Yellow, Blue, Purple), Dolok, Kairon, Kobold Group 2 (Red, Dashed Blue), Choker. Illiam, I put the three eagles where I thought you'd want them, but please move them wherever you want. They get their full contingent of attacks because they start their turn in the square of your choosing, I'd like you to roll their attacks and damage. Two things of note here. "Flighted" creatures are always so strange in combat because they essentially hover in midair while attacking, which you rarely ever see in the wild, but in Pathfinder games I see it all the time. Two, this is one of those situations where I kind of wish Pathfinder had a "facing" mechanic. All the kobolds would have turned to "face" the choker, leaving their backs open... But, I understand why there is no such mechanic, the amount of crap I'm trying to keep track of right now is frazzling, to add in who's facing what direction would add in a layer of stuff I just don't want to deal with. Have at it boys!

Edit: OH! Don't forget you all, including eagles, get a +1 to darn near everything...


Battle Grid

Choker Stealth: 1d20 + 13 - 5 + 20 + 1 ⇒ (7) + 13 - 5 + 20 + 1 = 36

Kobold Yellow Perception: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Slurk Yellow Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Kobold Blue Perception: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Slurk Blue Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Kobold Purple Perception: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Slurk Purple Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Kobold Dashed Blue Perception: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Slurk Dashed Blue Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Kobold Red Perception: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5
Slurk Red Perception: 1d20 - 1 ⇒ (20) - 1 = 19


Battle Grid

Kobold Red Reflex Save: 1d20 + 1 ⇒ (3) + 1 = 4
Slurk Red Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23

The kobold guarding the elevator shaft gets smacked by dozens of little bolts of lightning, but his slurk mount is deft enough to avoid their sting. Having taken one too many attacks, the kobold is no longer content to be the end of the semi-circle of protection whilst he gets bombarded with magical attacks. He spurs his mount and they move out of the line of sight of the doorway, still guarding, but doing it from a position that does not leave him open to such assaults.

One of the weirdest gaming situations I've ever GM'd. We're operating out of inititiave, even though we're fighting... Oh well, I did it to myself.

Meanwhile in the storage room, Kairon's burst of healing brings every ally a dose of divine rejuvenation, including the choker, who is not fully healed, but his wounds are closed, and much of his strength returned. He looks hale enough to join the fray, as it were. Or, he did look hale until Illiam came over and magicked him into invisibility. Upon completing his spell, Illiam and Kairon watch as Gloria is lifted from the ground, floating, like some sort of fennec spirit. She looks at Kairon, and in so much as a fox mouth wide open with a tongue hanging out of it can, seems to be smiling. She floats right above their heads, just feet below the ceiling and then is casually dropped right into Kairon's arms, carefully. It becomes apparent that the choker, understanding what's happening, desiring revenge, and trying to communicate without words, took the fox, that had been resting in his arm, on his invisible climb to send a message to the group, I'm on your side... Now the Valers and their city counterparts can only wait and watch for the choker to instigate whatever acts of revenge he sees fit to start. Just as the fennec is dropped into Kairon's arms his holy symbol flashes a white hot burst of light that explodes in an instantaneous flash of golden light, as if the sun came indoors for one brief moment. Whatever happened has given everyone a feeling of luck, as if Kairon's goddess has taken their side. Kairon gets a niggling tingle across his whole body, and feels, very certainly that Sarenrae has given him a tangible answer to his previous prayer.

Well, you've got it. Your first instance of the gods acting on their chosen's behalf in the game. It's something I've done as a GM since I took on that mantle. For the duration of this combat, and any combats that dovetail onto it, you can consider everyone, allies and enemies, since that's how the spell works, to be under the effects of the third level spell Prayer.

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